全面战争:战锤3

全面战争:战锤3

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Waaagh! Movement Fix (6.3 fix)
   
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208.353 KB
2022 年 9 月 9 日 上午 12:00
9 月 3 日 下午 9:47
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Waaagh! Movement Fix (6.3 fix)

描述
CA Claims This Problem Has Been Resolved

As of 6.3, CA has claimed this problem has been fixed. This mod will remain here in case some gobbo angers the wyvern, and all hell breaks loose in the camp.

What Does This Do?

The new fix essentially targets every unit that can be placed in the Waaagh! support army and gives them additional campaign action points, enough to never have any issues but not interfere with normal army movement (since that is based on the lowest amount of action points of any unit in the army).

How Do I Use This?

Just have the mod activated, the units that spawn in the Waaagh! supporting armies should no longer reduce campaign movement range of the parent army.

Was The Campaign Movement Range Nerf Intended Or Not In Warhammer 2?

I don't remember any actual hard evidence other than some vague comments about whether or not CA intended this negative campaign movement effect. But I also never saw them attempt to fix the AI assigning Lords to their Waaagh! armies and bypassing the said effect. The current workaround avoids any sort of mucking about with replacing lords, so don't worry about that nonsense anymore.

Bugs?

The new version which doesn't rely on adding a lord to the Waaagh! support army does have one bug, but it's a bug that essentially needs to be exploited on purpose for you to see the effects of it and requires specific circumstances with swapping units into other armies to exploit the extra action points. It's not something that anyone should be concerned with, as the chances of it happening are going to be quite rare.

Compatibility

Oh boy, this is the reason I didn't want to make this new version of the mod which adds action points to the units which can show up in the Waaagh! This mod will absolutely clash with anything that touches those same units, such as Ork Boyz, Goblin Archers, Trolls, etc etc. If it can show up in a Waaagh! support army, then any mod which does anything other than visuals to those is going to have a bad time with this mod.

If the other mod changes things like Melee Defence, Charge Bonus, Hit Points, Armour, etc etc, then this will start to have problems. And as you can imagine, making different versions of this mod for potentially a lot of other stat change mods will be frustrating.

I am no longer linking to the SFO mod as there are other problems with compatibility that come with the changes. I might get around to fixing that mod at some point, but it's not on my priorities.

51 条留言
Khazukan Kazakit-ha! 12 月 5 日 下午 5:11 
ah okay, thanks for the help friend!:steamthumbsup:
VoRt-lol  [作者] 12 月 5 日 下午 5:08 
@ Khazukan Kazakit-ha! , not currently. This mod is no longer necessary, but I've left it up on the workshop as insurance if something breaks with the Waaagh! movement in any future patches.
Khazukan Kazakit-ha! 12 月 5 日 下午 3:46 
does this fix something in particular?
VoRt-lol  [作者] 9 月 3 日 下午 11:11 
@ EzUNreal , according to CA this problem has been fixed. However the mod will remain online in case CA's fix either doesn't work, or it breaks in the future.
EzUNreal 9 月 3 日 下午 10:33 
is this still needed
VoRt-lol  [作者] 8 月 30 日 下午 11:13 
@ XIII07 , I'm hopeful too. However, I will keep my expectations to a minimum until CA actually resolves the issue. At the bare minimum the mod will remain here in case they either fail to fix the problem in the next patch, or break it in a future update somehow.
XIII07 8 月 30 日 上午 5:52 
So they said this is fixed in 6.3. Hope that's true
大能牛逼闪亮亮 8 月 3 日 上午 9:42 
Cheers mate! I've crafted my own Lord Swapper MOD with turbo-charged WAAAGH! mechanics.
VoRt-lol  [作者] 8 月 2 日 下午 7:22 
@ 大能牛逼闪亮亮 , unlikely that it will return. It was always kinda scuffed and was duplicating entries to overwrite the original Waaagh! supporting army with its own version of it in the first place. The current version fixes the problem with essentially no side effects unless some serious planet alignment happens so unless CA somehow manages to break this later down the track, it will remain as is.
大能牛逼闪亮亮 8 月 1 日 上午 2:58 
While understanding the technical reasons for removing the old lord replacement system, its intuitive solution to movement lock was truly impressive. Could it potentially return as an optional module or experimental feature?